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Atrac: Update some comments/docs on buffers.
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@ -45,6 +45,27 @@
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// * Smaller with a second buffer to help with a loop in the middle (state STREAMED WITH SECOND BUF = 6)
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// * Not managed, decoding using "low level" manual looping etc. (LOW LEVEL = 8)
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// * Not managed, reserved externally - possibly by sceSas - through low level (RESERVED = 16)
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//
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// This buffer is generally filled by sceAtracAddStreamData, and where to fill it is given by
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// either sceAtracGetStreamDataInfo when continuing to move forwards in the stream of audio data,
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// or sceAtracGetBufferInfoForResetting when seeking to a specific location in the audio stream.
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//
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// State 6 indicates a second buffer is needed. This buffer is used to manage looping correctly.
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// To determine how to fill it, the game will call sceAtracGetSecondBufferInfo, then after filling
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// the buffer it will call sceAtracSetSecondBuffer.
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//
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// Most files will be in RIFF format. It's also possible to load in an OMA/AA3 format file, but
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// ultimately this will share the same buffer - it's just offset a bit more.
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//
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// Low level decoding doesn't use the buffer, and decodes only a single packet at a time.
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//
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// Lastly, sceSas has some integration with sceAtrac, which allows setting an Atrac id as
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// a voice for an SAS core. In this mode, the game will directly modify some of the AtracContext,
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// but will largely only interact using sceSas.
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//
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// Note that this buffer is THE view of the audio stream. On a PSP, the firmware does not manage
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// any cache or separate version of the buffer - at most it manages decode state from earlier in
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// the buffer.
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#define ATRAC_ERROR_API_FAIL 0x80630002
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#define ATRAC_ERROR_NO_ATRACID 0x80630003
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@ -928,12 +949,10 @@ u32 _AtracAddStreamData(int atracID, u32 bufPtr, u32 bytesToAdd) {
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return 0;
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}
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// PSP allow games to add stream data to a temp buf, the buf size is given by "atracBufSize "here.
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// "first.offset" means how many bytes the temp buf has been written,
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// and "first.writableBytes" means how many bytes the temp buf is allowed to write
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// (We always have "first.offset + first.writableBytes = atracBufSize").
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// We only reset the temp buf when games call sceAtracGetStreamDataInfo,
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// because that function would tell games how to add the left stream data.
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// Notifies that more data is (OR will be very soon) available in the buffer.
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// This implies it has been added to whatever position sceAtracGetStreamDataInfo would indicate.
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//
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// The total size of the buffer is atracBufSize.
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static u32 sceAtracAddStreamData(int atracID, u32 bytesToAdd) {
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Atrac *atrac = getAtrac(atracID);
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if (!atrac) {
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